phaser/examples/tilemaps/swap tiles.js

82 lines
2 KiB
JavaScript
Raw Normal View History

2013-10-22 02:58:20 +00:00
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
game.load.image('car', 'assets/sprites/car90.png');
}
var map;
var tileset;
var layer;
var cursors;
var sprite;
function create() {
map = game.add.tilemap('desert');
tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
layer.resizeWorld();
sprite = game.add.sprite(450, 80, 'car');
sprite.anchor.setTo(0.5, 0.5);
game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
game.input.onDown.addOnce(swapTiles, this);
}
function swapTiles() {
// This will swap every instance of tile 30 (empty ground) with tile 31 (the cactus plant), it also does the opposite,
// so tile 31 (cactus plants) will become empty ground (tile 30). It does this across the whole layer of the map.
// You can also pass in x, y, width, height values to control the area in which the swap happens
map.swap(30, 31);
}
function update() {
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.body.angularVelocity = 0;
if (cursors.left.isDown)
{
sprite.body.angularVelocity = -200;
}
else if (cursors.right.isDown)
{
sprite.body.angularVelocity = 200;
}
if (cursors.up.isDown)
{
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
}
}
function render() {
game.debug.renderText('Click to swap tiles', 32, 32, 'rgb(0,0,0)');
game.debug.renderText('Tile X: ' + layer.getTileX(sprite.x), 32, 48, 'rgb(0,0,0)');
game.debug.renderText('Tile Y: ' + layer.getTileY(sprite.y), 32, 64, 'rgb(0,0,0)');
}